Celestial, Lesser (5e Race)
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Celestials vary wildly in their appearance. Archons, Angels, Guardinals, Eladrin, and Paragons each hold unique physical traits relative to their alignment and what aspect of good they represent. Not all are the popular heroic figures of heaven from which stories are most often drawn and the masses of Mount Celestia alone are greatly varied by lesser celestial agents, not to mention the many other planes of which celestials originate from. Ranging from small to mountainous, winged or not, the celestial host of the upper planes is diverse and more descriptive to the original plane or ideology from which they are manufactured.
Spread through the multiverse the lesser celestials of the upper planes are often those sent upon quests to other worlds. A Planetar is less likely to make contact in mortal realms than a more generic celestial being is. They often find themselves far from home or becoming local saints directly guiding worshipers upon a path relative to their archetype. By spreading good and their ideology celestials seek to tip the balance of darkness in hearts and communities, or even strive to lead by example.
The society of celestials is well documented, and well varied dependent upon the type and plane of origin. Stories are written of heroes and the greatest or strongest of celestial archetypes, however, while the more generic population slip through the cracks of stories. It is these lesser more generic celestials who burden the bulk of soldiery or clerical work on behalf of their gods, planes, or ideology under the prospect of promotion. Through time and duty to their aspect or god a celestials promotion and elevation to higher archetypes among the ranks of the upper planes becomes possible.
Lesser Celestial Traits
Ability Score Increase. Your Constitution scores each increase by 1.
Age. Celestials do not age, however the lower rung of celestials rarely pass beyond 500 years before ascending to new forms.
Alignment. Celestials range in alignment from Lawful Good, Neutral Good, and Chaotic Good.
Size. Height ranges dependent upon your base archetype and plane of origin, commonly between four feet to nine feet in height. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Truevision. A creature with true sight can, within a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapeshifter or other creature. a creature that is transformed by magic. In addition, the creature can see the Ethereal Plane.
Magic Resistance. You have advantage on saving throws against spells.
Celestial Legacy. Due to your holy origins you know the Light cantrip. Once you reach 3rd level, you can cast the Lesser Restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Holy weapon spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Celestial Resistance. you have resistance to necrotic and radiant.
born proficient. You have an enormous facility to learn, you learn 3 skills of your choice.
Languages. You can speak, read and write, Common and Celestial.
Angel of Wrath
Many Chaotic Good variant of celestial tend to favor the martial disposition of the heavenly planes. Wrath, War, Fury, Retribution and other comparable themes fall under this archetype. Often times celestials of this path may find themselves ascending to become Battleforce or Firemane angels.
Ability Score Increase. Your Strength score is increased by 2.
Angelic Wrath. The weapons you wield radiate with the wrath of the higher planes. For 1 minute you can deal extra radiant damage to a target you have damaged with your physical attacks like a weapons or unarmed strike. The damage is equal to half your level rounded down equal to your Strength Modifier (minimum 1) after which you must take a short or long rest to recover them.
Angel of Hope
Neutral Good celestials often find indifference in the politics of the heavenly realms and are drawn towards nurturing and spiritual responsibilities. Hope, Mercy, Compassion, Redemption and other comparable themes fall under this archetype. Often times celestials of this path may find themselves ascending to become Deva or Planetar.
Ability Score Increase. Your Charisma score is increased by 2.
The Light of Hope. Your presence is a beacon of light promising a brighter future. As an action, you can target a creature within 30 feet and cause it to regain a number of hit points equal to your level. You may use this trait a number of times equal to your Charisma modifier (minimum 1), you recover all uses after a short or long rest.
Angel of Order
Lawful Good celestials serve much of their time in administrative services of the upper planes. Law, Justice, Righteousness, Duty and other comparable themes fall under this archetype. Often times celestials of this path may find themselves ascending to become Archons or Solar
Ability Score Increase. Your Constitution score is increased by 1.
Heavenly Judgement. As an action, your stern gaze burdens the judgement of the upper planes upon the souls of those around you. Creatures that you choose within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you. At the end of its turn and each time the creature takes damage it may make a new Charisma saving throw. If the saving throw succeeds the effect ends. Once you use this trait, you can't use it again until you finish a short or long rest.